Those Who Rule

Those Who Rule

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Tony Feb 2 @ 6:07am
2
3
Classes and capacities list
Hello,

If needed, here's a summary of all the classes' progressions and unlocked abilities.



Base Classes → Tier 1 → Tier 2
Skirmisher → Blade, Rogue, Hunter → Blademaster, Assassin, Ranger
Fighter → Raider, Warrior, Hero → Berzerker, Warlord, Lionheart
Soldier → Lancer, Scout, Hero → Marshal, Commando, Lionheart
Defender → Knight, Sentinel, Crusader → Champion, Centurion, Paladin
Archer → Longbowman, Hunter, Scout → Sniper, Ranger, Commando
Healer → Priest, Acolyte, Crusader → Saint, Enlightened, Paladin



Skirmisher
Agile - allow to move after attacking

Tier 1 Classes:
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Blade (Sword, Two-Handed Sword, Spear)
- Frontal Assault – Only from the front, attack an enemy 3 times (1 charge).
- Swift Strikes (passive) – When initiating combat, execute all your attacks before the enemy can counter.

Rogue (Sword, Two-Handed Sword, Bow)
- Concealed Movement (passive) – At turn start, if there are no enemies within 1 tile, gain hidden, letting you pass zone of control.
- From the Shadows (passive) – Enemies can’t counter flank attacks, gain 2 ATK on flanks and backstabs.

Hunter (Sword, Two-Handed Sword, Axe, Bow)
- Leg Shot – Arc attack, lose 3 DMG but root enemy for 1 turn.
- Light Footed (passive) – Forest/brush tiles no longer consume movement, all other terrain consumes 1.

Tier 2 Classes:
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Blademaster (Sword, Two-Handed Sword, Spear, Two-Handed Spear)
- Blade Surge – Once per turn, slice through an enemy, if it kills the enemy, the unit gains another turn.
- Footwork (passive) – If the unit's speed is 10 higher than the enemy's, gain a third attack.

Assassin (Sword, Two-Handed Sword, Spear, Bow)
- Fight Unseen (passive) – Blank and backstab bonuses are doubled.
- Silent Killer (passive) – Once per turn, killing an enemy with a backstab grants another turn.

Ranger (Sword, Two-Handed Sword, Spear, Axe, Bow)
- negate(passive) - negate any enemy combat modifiers to ATK / DEF / HIT / AVD (including terrain)
- precise shot (passive) - always ignore enemy shields when attacking with a bow




Fighter
- Punch - damage enemi and force them to face the unit

Tier 1 Classes:
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Raider (Sword, Axe, Two-Handed Axe)
- Leaping Strike – Jump up to 3 extra tiles to attack an enemy.
- Bloodlust (passive) – For every kill (max 5), gain 1 ATK.

Warrior (Sword, Two-Handed Sword, Axe, Two-Handed Axe)
- Crushing Blow – Hit enemy for double damage, unit takes double damage until the end of the turn. If the enemy is defeated, fear any enemies within 2 tiles of the unit.
- Weapon Master (passive) – Carry weight of weapons are cut in half.

Hero (Sword, Spear, Axe, Two-Handed Axe)
- Heroic Charge (2 charges) – Charge an enemy within 3 tiles, knocking the unit on the path, staggering them if they are enemies, the hero gains fortify equal to 50% of their def.
- Savior (passive) – Gain 1 ATK / 5 HIT / 1 Mov for each injured ally within 3 tiles (max 3).

Tier 2 Classes:
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Berzerker (Sword, Two-Handed Sword, Axe, Two-Handed Axe)
- Indomitable (passive) – Once per chapter, first time you would die, regain 50% HP and 50% fortify.
- Berserk (passive) – Gain 1 ATK / 3 AVD for each 5 points of missing vitality.

Warlord (Sword, Two-Handed Sword, Spear, Two-Handed Spear, Axe, Two-Handed Axe)
- Triumphant Surge – Fortify self by 25% of your defense and heal to full, fear all adjacent enemies, start at 0 charge, gain 1 charge for every 4 kills, max 2 charges.
- Battleborn (passive) – First time each turn this unit overkills an enemy by 10+ DMG, gain another turn.

Lionheart (Sword, Two-Handed Sword, Spear, Two-Handed Spear, Axe, Two-Handed Axe)
- Against the Odds (passive) – Gain 1 DEF / SPD for each adjacent enemy.
- Bravery (passive) – Gain an extra attack if adjacent to 2+ enemies.





Soldier
Kick - damage enemy and push it 1 tile away

Tier 1 Classes:
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Lancer (Sword, Spear, Two-Handed Spear)
- Skewer – Bleed attack (lance), enemy loses 20% HP at the start of turn and 2 moves.
- Spear Wall (passive) – When equipped with spear or polearm, if an enemy enters your zone of control before attacking, they lose 2 SPD, 15 HIT, 15 AVD.

Scout (Sword, Spear, Two-Handed Spear, Bow)
- Exploitive Strike (passive) – Gain 2 ATK, 2 SPD, and 15 HIT against enemies affected by a status effect during combat.
- Keen eye (passive) – At the start of the turn, apply Marked status to the enemy with the least HP within 3 tiles (Marked reduces AVD and DEF).

Hero (Sword, Spear, Axe, Two-Handed Axe)
- Heroic Charge (2 charges) – Charge an enemy within 3 tiles, knocking unit on the path, staggering them if they are enemies, the hero gains fortify equal to 50% of their def.
- Savior (passive) – Gain 1 ATK / 5 HIT / 1 Mov for each injured ally within 3 tiles (max 3).

Tier 2 Classes:
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Marshal (Sword, Spear, Two-Handed Spear, Two-Handed Axe, Bow)
- Concussive Blow – 3 charges, need a spear or polearm, stun an enemy for 1 turn.
- Off Balance (passive) – When equipped with spear or polearm, stagger enemies entering your zone of control after counter attacking.

Commando (Sword, Spear, Two-Handed Spear, Bow)
- Echo of Defeat (passive) – Upon killing an enemy, transfer their marked / feared status effect to all adjacent enemies.
- Thrill of the Hunt (passive) – First time each turn this unit defeats a marked / feared / bleeding / rooting enemy, it gains an additional turn.

Lionheart (Sword, Two-Handed Sword, Spear, Two-Handed Spear, Axe, Two-Handed Axe)
- Against the Odds (passive) – Gain 1 DEF / SPD for each adjacent enemy.
- Bravery (passive) – Gain an extra attack if adjacent to 2+ enemies.



Defender
Shield Mastery

Tier 1 Classes:
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Knight (Sword, Two-Handed Sword, Spear, Bow)
- Taunt – Taunt an enemy within 2 tiles.
- Sturdy (passive) – At turn start, if you moved 2 or less, gain fortify equal to 20% of your defense.

Sentinel – Sword, Spear, Two-Handed Spear, Axe
- Safeguard - swap position with an ally, grant them fortify for 20% of their def for 1 turn, regain a charge on killing an enemy unit
- Rear guard (aura) - self and allies within 2 tiles, remove enemy's bonus on flank and backstab attacks

Crusader (Sword, Spear, Axe, Two-Handed Axe)
- Smite – Attack an enemy, unit and ally around unit gain health equal to the damage dealt, 1 charge.
- Divine Right (passive) – At turn start, heal adjacent allies by 20% of their max health.



Tier 2 Classes:
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Champion (Sword, Two-Handed Sword, Spear, Axe)
- Battle Cry – Taunt all enemies in a 2-tile radius.
- Daunting (aura) – Taunted enemies lose 3 DEF.

Centurion (Sword, Two-Handed Sword, Spear, Two-Handed Spear, Axe)
- Rally – Fortify adjacent allies for 2 DEF.
- Strengthen Resolve (aura) – Adjacent allies within 2 tiles gain 2 ATK.

Paladin (Sword, Two-Handed Sword, Spear, Two-Handed Axe)
- Holy Path (passive) – Unit is not affected by zone of control.
- Divine Inspiration (passive) – Killing an enemy heals the lowest health adjacent ally for 50% of their health.




Archer
Ranged Bow +1


Tier 1 Classes:
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Longbowman (Sword, Bow)
- Arched Shot – Shoot your bow up to 5 tiles with -10 HIT for each tile traveled (3 charges).
- Marksmanship (passive) – For every kill (max 5), gain 5 HIT and 1 SPD.

Hunter (Sword, Two-Handed Sword, Axe, Bow)
- Leg Shot – Arc attack, lose 3 DMG but root enemy for 1 turn.
- Light Footed (passive) – Forest/brush tiles no longer consume movement, all other terrain consumes 1.

Scout (Sword, Spear, Two-Handed Spear, Bow)
- Exploitive Strike (passive) – Gain 2 ATK, 2 SPD, and 15 HIT against enemies affected by a status effect during combat.
- Keen eye (passive) – At the start of the turn, apply Marked status to the enemy with the least HP within 3 tiles (Marked reduces AVD and DEF).

Tier 2 Classes:
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Sniper (Sword, Bow)
- Headshot – Lose 40 HIT to execute an enemy without block (does not work on elite).
- Deadeye (passive) – Gain 1 damage with a bow for every 10 HIT chance over 100.

Ranger (Sword, Two-Handed Sword, Spear, Axe, Bow)
- Negate (passive) – Negate any enemy combat modifiers to ATK / DEF / HIT / AVD (including terrain).
- Precise Shot (passive) – Always ignore enemy shields when attacking with a bow.

Commando (Sword, Spear, Two-Handed Spear, Bow)
- Echo of Defeat (passive) – Upon killing an enemy, transfer their marked / feared status effect to all adjacent enemies.
- Thrill of the Hunt (passive) – First time each turn this unit defeats a marked / feared / bleeding / rooting enemy, it gains an additional turn.





Healer
Mend

Tier 1 Classes:
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Priest (Sword, Spear, Axe)
- Healing Light – Full heal an ally and remove negative status, 2 charges, gain 1 charge when unit heals an ally to full using the mend ability.
- Aiding Effort (passive) – If an ally is below 50% health, gain 2 movement.

Acolyte (Sword, Spear, Axe)
- Vital Points – Refresh an ally's turn, 1 charge, regain a charge every 3 turns.
- Shared Knowledge (aura) – Adjacent allies gain 10 HIT.

Crusader (Sword, Spear, Axe, Two-Handed Axe)
- smite - attack an enemy, unit and ally around unit gain health equal to the damage deal, 1 charge
- divine right (passive) - at turn start, heal adjacent allies by 20% of their max health

Tier 2 Classes:
---------------
Saint (Sword, Spear, Axe)
- Aegis – Fortify a unit by their defense for 1 turn (2 charges).
- Group Prayer – Heal self and all adjacent allies by half their HP (1 charge).

Enlightened (Sword, Spear, Axe)
- Martial Insight – Restore a unit's block, heal them for the amount of block recovered.
- Cartography (passive) – Allies moving through adjacent tiles do not consume movement points.

Paladin (Sword, Two-Handed Sword, Spear, Two-Handed Axe)
- Holy Path (passive) - unit is not affected by zone of control
- Divine inspiration (passive) - killing an enemy heals the lowest health adjacenta lly for 50% of their health



i hope i did not make too much copy / past mistake !
Last edited by Tony; Feb 2 @ 12:37pm
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Showing 1-15 of 21 comments
Stan Feb 2 @ 6:26am 
Your the man Tony
And I mean that
Lampros Feb 2 @ 7:47am 
A wonderful list, OP! Now, someone please post a tier list! ;)
Noules Feb 2 @ 8:58am 
SSS: Acolyte/Enlightened
SS: */Enlightened
S: Rogue/Blademaster, Scout/Commando, Acolyte/*
A: */Ranger, */Commando, */Blademaster, Rogue/Assassin
B: Warrior/Warlord, Anyone that can use a bow
C: Everything else

- Mobility is the most important part of the game. If you can always hit the enemy from the back, you'll win.
- Doing a lot of damage is the next most important part of the game. If the enemy is dead, you'll win. Hitting more targets results in more damage. Hitting more often results in more damage.
- Extra turns lets you both move and do more damage.

The tier list is just units that give you more move and more hits. Every class that has a way to get a bonus turn is inherently more valuable than others. Enlightened 'only' give you extra move, but it's a huge amount of move and it potentially applies to everyone in the team. Ranger is the special case here; precise attack deals with a specific (but common) problem and more importantly lets you replace an axeguy. Finally, anyone with a bow can always contribute, even if it's not the ideal unit.
Stan Feb 2 @ 9:40am 
Thanks Noules
That looks really accurate
I have not obtained all the classes yet
Lampros Feb 2 @ 10:03am 
Originally posted by Noules:
SSS: Acolyte/Enlightened
SS: */Enlightened
S: Rogue/Blademaster, Scout/Commando, Acolyte/*
A: */Ranger, */Commando, */Blademaster, Rogue/Assassin
B: Warrior/Warlord, Anyone that can use a bow
C: Everything else

- Mobility is the most important part of the game. If you can always hit the enemy from the back, you'll win.
- Doing a lot of damage is the next most important part of the game. If the enemy is dead, you'll win. Hitting more targets results in more damage. Hitting more often results in more damage.
- Extra turns lets you both move and do more damage.

The tier list is just units that give you more move and more hits. Every class that has a way to get a bonus turn is inherently more valuable than others. Enlightened 'only' give you extra move, but it's a huge amount of move and it potentially applies to everyone in the team. Ranger is the special case here; precise attack deals with a specific (but common) problem and more importantly lets you replace an axeguy. Finally, anyone with a bow can always contribute, even if it's not the ideal unit.

Awesome! Could you cross-post here, too? ;)

https://steamcommunity.com/app/1822060/discussions/0/603021130830223677/?tscn=1738517593
Tuidjy Feb 2 @ 11:54am 
If I were to make a tier list, it would have nothing in common with the above. I think that it heavily depends on how you play, and how aggressive or defensive you like to be.

In my veteran playthrough, my most useful characters are a Healer-Priest-Paladin, a Skirmisher-Rogue-Assassin, and a Skirmisher-Blade-Blademaster.

How effective is my way of playing?

With my team, on Veteran...

- In the burning town, the map was clear of enemies on turn 7.

- The second time Rycard appeared, I took him out without taunts or getting him stuck. Just a train of backstabs, and I had two left to go when he went down.

- During the abordage fight, all chests were opened, all objectives were completed, and all enemies were dead at turn 8. Four more showed up on turn 9, and characters listed by Tony as middling (Tier A) took two each, the same turn, with 100% chance of success.


There are composite screenshots on the Discord server, if anyone doubts the claims.

Thus said, Noules's list will probably match that of people playing with a strong defensive line, and ordered formation. I mostly play with a swarm of super-killer orbiting a core of the remaining characters who focus on keeping safe.
Last edited by Tuidjy; Feb 2 @ 2:45pm
eturulja  [developer] Feb 2 @ 1:09pm 
This is so, so amazing Tony, thank you for putting it together!!!!
Last edited by eturulja; Feb 2 @ 1:09pm
Noules Feb 2 @ 5:23pm 
Originally posted by Tuidjy:
If I were to make a tier list, it would have nothing in common with the above. I think that it heavily depends on how you play, and how aggressive or defensive you like to be.

In my veteran playthrough, my most useful characters are a Healer-Priest-Paladin, a Skirmisher-Rogue-Assassin, and a Skirmisher-Blade-Blademaster.

How effective is my way of playing?

With my team, on Veteran...

- In the burning town, the map was clear of enemies on turn 7.

- The second time Rycard appeared, I took him out without taunts or getting him stuck. Just a train of backstabs, and I had two left to go when he went down.

- During the abordage fight, all chests were opened, all objectives were completed, and all enemies were dead at turn 8. Four more showed up on turn 9, and characters listed by Tony as middling (Tier A) took two each, the same turn, with 100% chance of success.


There are composite screenshots on the Discord server, if anyone doubts the claims.

Thus said, Noules's list will probably match that of people playing with a strong defensive line, and ordered formation. I mostly play with a swarm of super-killer orbiting a core of the remaining characters who focus on keeping safe.

FWIW my team also killed Richard on Ajax's stage, cleared the boat stage with all loot and objectives, and got all the loot from stage 15.. My tier list is about high mobility enablers (Enlightened) and high DPS through multiple turns, hits, and targets (greatsword/polearm with bows backing them). It has nothing to do with a 'strong defensive line'.
Tuidjy Feb 2 @ 6:56pm 
Originally posted by Noules:
Originally posted by Tuidjy:
Thus said, Noules's list will probably match that of people playing with a strong defensive line, and ordered formation. I mostly play with a swarm of super-killer orbiting a core of the remaining characters who focus on keeping safe.

FWIW my team also killed Richard on Ajax's stage, cleared the boat stage with all loot and objectives, and got all the loot from stage 15.. My tier list is about high mobility enablers (Enlightened) and high DPS through multiple turns, hits, and targets (greatsword/polearm with bows backing them). It has nothing to do with a 'strong defensive line'.
First of all, I did not say that you were using a strong defensive line, I said that those who do may come up with a list like yours.

Second, you are saying that, just like me, you rely on Assassins, Blademasters and Commandos to do the heavy lifting, but rank them two tiers from the top, and leave that to a support class that saves them some moves? When I let my killers loose, they can get through the map in one turn on their own, by killing enemies, moving to the next ones, and doing it again.

Sure, a team of 3-4 four Enlightened will allow you to do two turns worth of traveling for free, allowing you to get through the map faster. Or, you could get 2 assassins and 2 blademasters, and just clear a wide swath through half the map, while another set of killers clears the other side, so you do not have to shlepp them around.

I am not saying that your way does not work, but I am saying that you're making Enlightened sound better than they are, and not giving enough credit to the Assassins and Blademasters.

----------

I will ask you. On the ship map, did you end the 7th turn with ONE enemy remaining? Because I did, and the only reason I left him alive until then is that I had chests to open. The Rogue who killed his way from the NW corner of the map to the SE corner in four turns, raking more than two kills per turn in the process, still needed two full turns to open the two chests.

Even if you did, that is not reason to rank Enlightened two tiers higher than blademasters, or rank assassins as worse than average. It just shows that there are different strategies that work well.
Last edited by Tuidjy; Feb 2 @ 7:05pm
Noules Feb 2 @ 7:25pm 
I'm not sure what the boat level has to do with tier 3 class rankings. I didn't even have tier 3 units at that point. What does that have to do with how strong Enlightened are?

Calling assassins 'A tier' does not mean they are below average. That's a ridiculous mischaracterization. They, with commandos and blademasters, are the top damage class options.

While the top damage options are extremely strong, they don't scale with the group the way Enlightened do. I concede that how much you value support vs. damage is both subjective and dependent on the encounter, but the key point is that Enlightened make the entire group better, and having more increases their effectiveness superlinearly.

The tier listing doesn't assert that Enlightened are necessary to win, or are the only viable strat. But the utility they provide is unparalleled, while the damage options, excellent as they are, have viable alternatives.
You the man! You should definitely put this as a guide so it doesn't disappear in the sea of posts.
Tuidjy Feb 2 @ 8:21pm 
But the utility they provide is unparalleled, while the damage options, excellent as they are, have viable alternatives.
You are like a man who is ranking the vehicles in a tank company, and rates the recovery vehicles as top tier, while bunching up all the different main battle tanks and infantry fighting vehicles in the third and fourth tiers. Then he tells you that main battle tanks would not get across a continent without logistic support.

While the last statement may be true, it does not justify the ridiculous rankings.

Enlightened are useful. They are certainly not three tiers ahead of classes that can clear the whole map. A party stuffed with Enlightened is suboptimal. It moves quickly, and kills slowly, or at least slower than a party with one enlightened for emergencies, and more damage dealers.

If we were ranking classes for the "unparalleled services they provide", we should rank sentinels SSSΣCCسسس tier, because they can switch place with another friendly, and that is certainly a rare ability.
I think your level ups and rings are pretty important as to what is good. I have the bow chick as one of my best fighters with her dodge a shield and sword. She got agility on most level ups, went scout, had the eagle thing to help out with the mark skill. Shes pretty BA in my game. Though I don't have everyone at tier 3 yet.
Noules Feb 4 @ 12:14pm 
Originally posted by Tuidjy:
You are like a man who is ranking the vehicles in a tank company, and rates the recovery vehicles as top tier, while bunching up all the different main battle tanks and infantry fighting vehicles in the third and fourth tiers. Then he tells you that main battle tanks would not get across a continent without logistic support.

While the last statement may be true, it does not justify the ridiculous rankings.

Enlightened are useful. They are certainly not three tiers ahead of classes that can clear the whole map. A party stuffed with Enlightened is suboptimal. It moves quickly, and kills slowly, or at least slower than a party with one enlightened for emergencies, and more damage dealers.

If we were ranking classes for the "unparalleled services they provide", we should rank sentinels SSSΣCCسسس tier, because they can switch place with another friendly, and that is certainly a rare ability.

"Amateurs talk tactics, professionals study logistics." While trite, the quote is reference that having more stuff in the right place is often more valuable than incremental superiority of any one element.

Rating Enlightened highly doesn't mean that just having Enlightened is the best composition. What it is implying is that Enlightened have the most impact on the team as a whole on a per-unit basis, and not having one is more of loss than not having one of any other class. I can replace any one of assassins/commandos/blademasters as a whole easier than Enlightened and still have a strong team.

'Three tiers' doesn't really mean much here. I thought it was clear, but the 'SS' rank is more tongue-in-cheek to highlight the additional value provided by Cartography vs. the also-strong acolyte Vital Points. If your objection is that I rated assassin lower than the other two main damage options, I've explained my position on that on other threads; while I generally stand by that assessment, it's more of a personal preference and I wouldn't argue if other people ranked the top damage options differently.

As for Sentinels, I actually did run one throughout most of the campaign precisely for the position swap. It's useful on occasion. But it's not 3 extra move to everyone in the group useful, nor an extra turn every 3 rounds useful, which is why they aren't as good as an Enlightened Acolyte.
Lampros Feb 7 @ 5:57am 
I have to say Sentinels suck royally. In particular, I don't understand why the swap ability buffs the swapped unit, rather than the Sentinel. The Sentinel in a swap will be in danger, because you are using the skill to get endangered unit out of harm's way!
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